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KerbMav

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Everything posted by KerbMav

  1. Just because it happened to me once - and as you seem to be doing everything right - do you have more than one copy of KSP installed and is the file you are editing in the gamedata folder of the KSP copy you are running afterwards?
  2. Maybe try using the MODULE multiple times? (Is it possible to use a MODULE more than once for the same part?) All instances would use the absolutely needed resources plus each have a variation of the can-also-use resources. 1. CO2 -> O2 2. CO2 Sunlight -> O2 Biofuel It might increase the CO2 to O2 conversion rate though, but maybe this is even desired?
  3. I made a booboo ... Can you make KIDS original presets undeletable ... ? *reinstalls mod files* Probably not worth the time just because I am once more to ... skill-challenged. Oh, and thank you!
  4. Note to self: Finally get to edit the KER motherboard parts to be torque less RFID chip "command" modules ...
  5. Does anyone have a nice cheat sheet at hand with ranges and angles of RT2 and Squad dishes?
  6. Is KER fully/mostly compatible with FAR and KIDS by now? And ... would it be to bold to ask to change the UI to that of the PreciseNode mod - and introduce independent windows for the four tabs to be arranged more freely and without overlapping the screen size?
  7. Isnt the change in dV per second calculable by the TWR? KER can compute the TWR ... maybe PreciseNode could fetch the TWR in a similar way and display a more precise burn time?
  8. Wait a minute ... isnt the change in dV per second calculable by the TWR? KER can compute the TWR ... maybe PreciseNode could fetch the TWR in a similar way and display a moreprecise
  9. Yes, if something detaches from the rocket an that something happens to be between fuel tank and engine, there wont be no big fire to ride on. Use some struts - 2-4x symmetry - to tape the rocket together at its weak part. You can also try using more launch clamps and/or fitting them on different spots.
  10. So the first time you did not delete your addons, mods, edited config files ... ? I remember to have a similar issue, one of my mods was out of date I think and interfered with something or another.
  11. You know what? I think that is exactly what is happening. Maybe this is even a clue to mysterious undocking bug.
  12. Remote Control made it necessary to push forward a manned expedition to Mun to ensure enough funding and support for establishing a communication relais system. The lonely kerbonaut is already flying outside of communications range. He should have established orbit by now - but ... who knows ... *looks up into the night sky ruminatively*
  13. I as well started setting up my Remote Control System ... RCS ... hmmm ... Started with a Comm tower - not really that helpful, but I had this crazy idea and ... yeah ...
  14. If I am wrong in my next sentence, it is probably not worth to continue reading the rest of my post. Windows can handle more RAM in total than it can make available to/can be used by a single 32bit program. Squad loads every bit of data into RAM at startup to have it readily available when a vessel enters the 2,xkm physics range - but it still creates a short lag at times. Now, I asked this in a different thread already, but did not get a clear answer to it: What if KSP came with the option to load a second program creating a RAM-drive? Instead of loading everything into the RAM allocated to KSP directly, it would load only planets, KSC, the UI and program itself directly. The rest it would simply copy into the RAM-drive to load when needed, still faster then reading the harddrive. Yes, no, maybe, I dont know?
  15. Can all this number juggling tell me how I would set up a new engine - while still keeping within reasonable/stockish limits? Basically I could always mod an engine to have 2000 KN thrust, 5000 ISP and way .01 t ... but by what rules are the stock engines designed?
  16. Was there a reason for the tech tree info being added to the parts? Easier to adept for mods maybe? Kind of makes it hard to implement two parallel tech trees - one as a tutorial for new players as it is meant to be now and one for experienced players with a different setup. Well, there could be two seperate lines in the cfg file, one for each tree ... would require editing all parts once more ... yay ... Of course more experienced players could always use MM or Tree Loader to use different trees.
  17. I see, to have more room on the back seat ...
  18. Taking a look into the materials bay ...
  19. And I see no reason why. The OP was edited the last time on 03.11. Reading the thread backwards to ignore old information lead to me enduring OT heat about how and not much about what was done.
  20. What if MM has a bug or gets an important update? Will we have to browse every mods subdirectory to replace the old version with a patched one/newer version? Why not keep a single copy in gamedata and let MM check if it is the newest version present before it starts its work? As 1.4+ will have its version number in the filename, it will not be overwritten by older versions.
  21. Has anyone picked up this mod and dealt with the problems? Seems that way!
  22. As I first read the OP it seemed to me to do the same thing as Arcturus mod, decreasing thrust instead of increasing fuel flow in denser atmospheres. Because Arcturus mod is no longer maintained as seems to have problems with jet engines and mod compatibility, I would like to use KIDS instead ... (you know quite well what you did by naming it that way?) ... but it seems to do something completely different?
  23. Another interesting question would be, what if (will they?) Squad changes ISP from using more fuel to (like in the real world) reducing thrust depending on atmospheric pressure?
  24. It is an old part.cfg from the wiki, but I cannot access my KSP right now. Should be the same or similar though. // Kerbal Space Program - Part Config // LV-T45 Liquid Fuel Engine // // --- general parameters --- name = JetEngine module = AtmosphericEngine author = C. Jenkins // --- asset parameters --- mesh = model.mu // --- node definitions --- node_stack_top = 0.0, 0.7783, 0.0, 0.0, 1.0, 0.0 [B]// --- FX definitions --- fx_exhaustLight_blue = 0.0, -0.74338, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, power[/B]
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